PLAYER HANDBOOK

Launch. Extend the grid. Break the base.

Everything an Operator needs to finish a battle: controls, equipment, power, objectives, victory, joining and safe Community participation.

Three-quarter Systems Archive view of the PF-V2 Pulseframe combat ship.

WHAT IS SCI-FI SPACE BATTLE?

A harmless battle with a binding result

POWER GRID

The Intelligence ended scarcity and made war impossible.

It could not make humanity agree.

When the Crown and the Roots cannot decide what comes next, the Games decide.

The Crown

Disciplined, coordinated and committed to one shared direction.

The Roots

Communal, independent and committed to many possible futures.

The Intelligence

Overwhelmingly powerful, impartial in the Games and unwilling to permit real warfare.

The Games

Safe simulations. Ships and structures can be lost; Operators cannot. Both sides accept that the outcome matters outside the arena.

FIRST BATTLE

Launch to victory in six moves

START HERE
  1. Start Quick War or join an available server.Choose a team and ready up. Every empty slot is flown by an Agent until an Operator takes it over.
  2. Leave your protected hangar.Follow the launch lane. Your Pulseframe begins with finite ship energy and three charged ordnance cells.
  3. Build outward.Fly near a reachable empty relay socket and use P or the controller west face button. Stay clear while its hatch opens and the tower rises.
  4. Keep a route to your hangar.Connected friendly relays provide energy. Break an enemy upstream relay to isolate everything beyond it.
  5. Collapse every hostile field tower.When no qualifying defensive branch remains, the enemy hangar becomes exposed and its energy bulkhead drops.
  6. Destroy the reactor, then hold the capture zone.Fire until reactor integrity reaches zero, enter the marked radius and remain there until capture completes. Leaving or being destroyed resets the attempt.

Owning the field is not victory. You must disable the exposed reactor and complete the automatic capture.

SYSTEMS ARCHIVE

Recognize the field

20 PRODUCTION SUBJECTS

These are the current player-visible ships, installed equipment, objectives, power parts and arena silhouettes. Each image is captured from the production Systems Archive with the same models and materials used by the game.

Ship and equipment

Three-quarter production render of the PF-V2 Pulseframe combat ship.

SHIP

PF-V2 Pulseframe

Fast multirole craft for branch defence, relay placement and strikes.

Interact
Fly, boost, fire, build and designate targets.
Read it
Team accents identify allegiance; shield hits flash before armour takes damage.
Three-quarter production render of a Pulseframe VX-1 plasma cannon.

PRIMARY WEAPON

Plasma Cannon

An articulated energy weapon for ships, tower hulls and the exposed reactor.

Interact
Press and release Space for a normal bolt, or hold up to 1.5 seconds and release one larger paid shot; aim vertically with I/K.
Counterplay
Read the growing muzzle glow, break line of sight and force the attacker to spend energy outside supply.
Production Systems Archive view of the Pulseframe three-cell guided ordnance launcher.

SECONDARY WEAPON

Three-cell Guided Ordnance Launcher

A dorsal cassette with three separately charged cells.

Interact
Acquire a target with Q, choose Kinetic or EMP with E, then launch with R.
Read it
The HUD shows cell charge, selected warhead and lock progress.
Three-quarter production render of a guided ordnance round with guidance head, motor and fins.

ORDNANCE

Guided Ordnance Round

Kinetic rounds favour hull and structures; EMP favours shields.

Recognition
Orange marks Kinetic; cyan marks EMP.
Counterplay
Break the firing solution or release a blue-white Decoy Flare with C.

Power and objectives

Exploded Systems Archive view of a deployed relay tower, lift platform and retracted hatch leaves.

CONSTRUCTION

Relay Deployment System

A permanent neutral socket, two-leaf hatch and lift for one fixed-size tower.

Interact
Place a relay in range when the socket is reachable, affordable and clear.
Read it
A blocked bay stays shut and spends nothing; opening and rising show accepted construction.
Three-quarter production render of a commissioned field relay tower.

POWER NETWORK

Field Relay Tower

Extends a connected team branch and supplies nearby friendly ships.

States
Building, powered, isolated, grid-shielded, shield down, damaged or destroyed.
Counterplay
Attack the exposed frontier relay first; removing its support can drop the next relay's shield.
Three-quarter production render of the larger centre power core tower.

CONTESTED OBJECTIVE

Centre Power Core

A heavier central grid anchor that shapes routes, supply and territory score.

Interact
Construct, defend or destroy it like a strategic tower.
Read it
Its wider footing and larger energy chamber distinguish it from a relay.
Production render of an armoured power conduit with a luminous transmission channel.

POWER ROUTE

Power Conduit

The visible path between strategic sockets.

Recognition
Flow colour shows friendly or hostile power; dim routes are inactive, isolated or broken.
Rule
The route explains connectivity but never creates it by itself.
Production render of a compact multi-face power junction.

POWER ROUTE

Power Junction

Makes a branch or change of direction easy to read.

Interact
Follow its connected conduits to the next socket.
Counterplay
Trace the branch toward its earliest attackable supporting tower.
Three-quarter production render of the team spawn hangar and its eight reconstruction bays.

TEAM BASE

Team Spawn Hangar

Your power root, return point, strongest local supply and final objective.

Interact
Launch through one of eight reusable bays; destroyed ships queue for the next clear bay.
Defence
Protected while qualifying friendly branches remain connected.
Production render of the hangar reactor that becomes attackable after the energy bulkhead drops.

FINAL OBJECTIVE

Energy Bulkhead and Hangar Reactor

The bulkhead seals the rear chamber until the hangar is exposed.

Interact
Destroy the exposed reactor, enter the marked radius and hold it.
Counterplay
Defenders can interrupt capture by forcing attackers out or destroying them.

Cover and arena structures

Production render of a short one-cell fabricated barrier.

COVER

Short Fabricated Barrier

A compact line-of-fire break.

Use
Duck behind it during recharge or to split an approach.
Counterplay
Pressure both ends; its short span offers quick flanks.
Production render of a long two-cell fabricated barrier.

COVER

Long Fabricated Barrier

An extended screen that shapes a firing lane.

Use
Travel along its protected face before choosing an end.
Counterplay
Watch the far end and any crossfire beyond it.
Production render of an L-shaped fabricated corner barrier.

COVER

Corner Fabricated Barrier

An L-shaped screen with one open tactical quadrant.

Use
Turn the corner without crossing the central firing lane.
Counterplay
Attack from the open quadrant or coordinate two angles.
Production render of a reinforced platform boundary bulkhead.

ARENA EDGE

Platform Boundary

A raised physical edge that contains the battle platform.

Navigation
It is impassable; turn before contact instead of planning a route through it.
Recognition
Deep buttresses and a raised cap remain visible from chase view.
Production render of a sealed two-level flat-roof Hab block.

STRUCTURE

Flat-roof Hab Block

A sealed two-level navigation and visibility block.

Use
Break tracking, mask a return route or stage an ambush.
Rule
It is not enterable; route around the footprint.
Production render of a tall two-level raised-roof Hab block.

STRUCTURE

Raised-roof Hab Block

The taller Hab silhouette and a major sightline break.

Use
Hide movement from distant ships and force closer contact.
Recognition
The raised plant roof distinguishes it from the flat family.
Production render of a broad four-by-four industrial platform deck.

DECK

Industrial Platform

The common traversable foundation of an arena.

Navigation
Open deck favours speed but offers little line-of-fire protection.
Recognition
Broad intact panel courses mark the standard surface.
Production render of a fractured platform with separated armour islands and exposed substrate.

DAMAGED DECK

Fractured Platform

Traversable battle damage with exposed planetary substrate.

Navigation
Read the remaining deck joins and avoid assuming every dark gap is open space.
Recognition
Separated armour islands distinguish it from intact platform.
Production render of a tall industrial ridge landmark.

LANDMARK

Tall Industrial Ridge

A route separator and substantial visibility break.

Use
Navigate by its silhouette and use its knees as staged cover.
Counterplay
Expect enemies to emerge at either end rather than through the spine.

FLIGHT & COMBAT

Default controls

REMAPPABLE

The in-game Player Settings screen is authoritative for your saved bindings. These are the defaults.

Flight

W / S
Forward / reverse
A / D
Strafe left / right
/
Yaw left / right
Bounded vertical thrust
B or Shift
Boost; release before another boost
V
Cycle chase, close chase and tactical camera

Weapons

Space
Release a Plasma Bolt; hold to charge
Q
Acquire nearest eligible hostile
[ / ]
Previous / next target
E
Cycle Kinetic / EMP
R
Launch guided ordnance
C
Release Decoy Flare
I / K
Aim cannon up / down
Z
Hold aim zoom

Tactical and interface

P
Place nearest valid relay
F
Designate a tower for the team strike wing
Tab
Hold scoreboard
Enter
Activate selected menu item
Esc
Menu / back

Standard controller

Left stick
Move; press to hold aim zoom
Right stick
Yaw and cannon aim; press to cycle camera
Right trigger
Release Primary Fire; hold Plasma to charge
Right bumper
Guided ordnance
Left bumper
Acquire target
West face
Place relay
East face
Decoy Flare
D-pad Left
Switch Plasma / Beam
D-pad Right
Cycle Kinetic / EMP

ENERGY & POWER

Stay connected or choose your sortie

FINITE ENERGY

Ship energy

Movement authority, boosting, weapons, relay construction, shields and recovery all depend on energy. The hangar and nearby powered friendly sockets restore it. Supply weakens toward the edge of coverage and overlapping friendly sources do not stack.

One boost commits roughly a third of maximum ship energy. At zero energy the Pulseframe keeps emergency movement, but only at a visible crawl, and plasma fire slows dramatically.

Ordnance cells

Three cells begin charged. Friendly supply first protects a useful ship-energy reserve, then charges incomplete cells. Kinetic and EMP each reserve one charged cell plus ship energy; a Decoy Flare spends one cell and less ship energy on its own recovery timer.

Death preserves remaining cell charge and partial progress. A pending launch is cancelled.

Damage and return

Ship shields take the first accepted hit; armour follows when the shield is absent. A destroyed ship waits for authority to reserve a clear reconstruction bay, then returns through the same stable team slot. Queued ships never stack on a busy pad.

Enemy pressure

Commissioned hostile relays and power cores drain nearby intruders. Move through cover, attack from a viable supplied route and retain enough energy to get home. A disconnected hostile tower is dormant, but it still has to be physically cleared before the base assault.

Connected supply

  1. Hangar root
  2. Powered relay
  3. Frontier relay
  4. Friendly Pulseframe

Every friendly operational link back to the hangar keeps the branch powered.

Cut the branch

  1. Destroy upstream relay
  2. Downstream loses supply
  3. Shield support collapses
  4. Clear exposed hulls

Isolation changes power immediately; it does not remove the physical towers.

Root-directed shields

  1. Hangar root
  2. Shielded inner relay
  3. Exposed frontier relay

The farther powered relay screens inward. Equal-depth cross-links do not screen either tower.

FINAL ASSAULT

The exact route to victory

CAPTURE THE HANGAR
  1. 01
    Break qualifying branches

    Destroy every remaining hostile field tower. Merely isolating or owning most of the field is not enough.

  2. 02
    Confirm EXPOSED

    The HUD changes the enemy hangar defence state and its energy bulkhead drops.

  3. 03
    Disable the reactor

    Fire through the open doorway until reactor integrity reaches zero. The damaged reactor then stops blocking the room.

  4. 04
    Enter the marked radius

    Capture begins automatically. There is no capture button.

  5. 05
    Hold until complete

    Stay inside and alive. Leaving or being destroyed interrupts and resets the attempt; defenders should force exactly that.

Fortified to captured

  1. Fortified
  2. Vulnerable
  3. Exposed
  4. Reactor disabled
  5. Capture complete

Shape the approach

  1. Barrier cover
  2. Crossing lane
  3. Bulkhead doorway
  4. Reactor room

Use cover to preserve the energy and ships needed for the hold, not only for the reactor burst.

Attack as one system

  1. Designate tower
  2. Plasma clears hull
  3. EMP pressures shields
  4. Flares protect the push

Target cues, line of sight and energy state matter more than firing every weapon immediately.

COMBAT LANGUAGE

HUD and match states

Objective step

The current route—extend, cut, clear towers, disable reactor or hold capture. Follow this first.

Fortified / vulnerable / exposed

How much qualifying defence still protects a hangar. Only exposed admits reactor damage.

Powered / isolated

Whether an owned structure has an active friendly path to its hangar root.

Grid shield

A relay field supplied by a farther powered friendly relay. It is normally invisible and briefly reveals where a hostile shot lands.

Structure integrity

The remaining physical health of a relay, core tower or exposed reactor.

Target solution

Identity, range, bearing, line of sight, lock progress and intercept cue for the selected hostile.

Ordnance cells

Three finite secondary-weapon stores, each shown as charged, charging or empty.

Designation

A team tower marker that can direct a bounded Agent strike wing. Repeat it, or designate no eligible tower, to clear it.

Score and timeout

Node ownership contributes to timeout standing; a completed hangar capture remains the primary victory.

Operator / Agent

An Operator is human. An Agent flies an unclaimed stable slot under the same battle rules until a human takes control.

ACCOUNT & AVAILABILITY

Download, join and return

DOWNLOAD

Use the current game build

Get the game from the official download panel. Choose the universal build for most Macs or the listed Windows choice. Compare the complete SHA-256 shown with the download.

AVAILABILITY

Check before joining

Server availability is shown on the home page. Choose an available server from inside the game. If official online play is closed, downloads, local play and the Community remain available.

ONGOING BATTLES

Take over a stable Agent slot

Joining does not restart or resize the battle. You inherit that slot's team, ship, objective state and remaining match state; when you leave, its Agent resumes.

ACCOUNT

Protect your Operator identity

Use Account to sign in, link a game client, review active sessions or recover access. Never post recovery codes or device credentials on the Board.

COMMUNITY EXPECTATIONS

Rules, privacy and help

POLICY 2026-07-23

Play fair. Treat people well.

No harassment, hate, threats, sexual content, doxxing, impersonation, spam or cheating. Report exploits privately; do not publish personal information.

What this alpha records

Your handle, account security records, Board activity and authoritative per-match aggregate statistics. The Community record does not need your realtime input stream or precise movement history.

Age and family safety

This invited alpha is not for children under 13. Operators aged 13–17 should participate only with a parent or guardian's permission and must not share personal details.

Reports, appeals and technical help

Use Report on Board content for private moderation review. For an appeal, privacy request or technical issue, start a Technical Help thread without sensitive details and privately report it for staff follow-up.

Deactivation removes your old handle from public profiles and standings; retained Board posts are attributed to Former Operator. Anonymized aggregate match and audit records remain available for alpha integrity.

MACOS ALPHA

First launch

The current macOS alpha is not Developer ID signed or notarized. Expect an explicit macOS first-launch confirmation. Never disable platform security globally, and never approve a download whose SHA-256 differs from the official page.

CAN'T JOIN

Check status and version

Confirm that an official server is listed and that your complete game version matches it. If none is listed, official online play is not open at the moment.

STUCK IN BATTLE

Read the objective line

If the base remains fortified, clear the remaining hostile field towers. If it is exposed, destroy the reactor. If the reactor is disabled, enter and hold the marked capture radius.

FEEDBACK

Give useful, public-safe detail

Use the Community Board for bugs and suggestions without personal details. Include what you expected, what happened and the map or match step. Use private Report for sensitive follow-up.